GLSL output: Removed fixed-size buffer; fixes #769.

Makes some white-space differences in most output, plus a few cases
where more could have been put out but was cut short by the previous
fix-sized buffer.
This commit is contained in:
John Kessenich 2017-03-14 19:43:13 -06:00
parent c08fb8ab9c
commit 71c100d7c0
332 changed files with 62136 additions and 62097 deletions

View file

@ -2,32 +2,32 @@ hlsl.promote.atomic.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( (temp 4-component vector of float)
0:5 Function Definition: @main( ( temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:13 move second child to first child (temp int)
0:13 'Orig' (temp int)
0:13 Convert uint to int (temp int)
0:13 imageAtomicAdd (temp uint)
0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:13 'Loc' (temp int)
0:13 Convert int to uint (temp uint)
0:13 'Inc' (temp int)
0:13 move second child to first child ( temp int)
0:13 'Orig' ( temp int)
0:13 Convert uint to int ( temp int)
0:13 imageAtomicAdd ( temp uint)
0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
0:13 'Loc' ( temp int)
0:13 Convert int to uint ( temp uint)
0:13 'Inc' ( temp int)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:5 Function Definition: main( (temp void)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 Function Call: @main( (temp 4-component vector of float)
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@ -36,32 +36,32 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( (temp 4-component vector of float)
0:5 Function Definition: @main( ( temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:13 move second child to first child (temp int)
0:13 'Orig' (temp int)
0:13 Convert uint to int (temp int)
0:13 imageAtomicAdd (temp uint)
0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:13 'Loc' (temp int)
0:13 Convert int to uint (temp uint)
0:13 'Inc' (temp int)
0:13 move second child to first child ( temp int)
0:13 'Orig' ( temp int)
0:13 Convert uint to int ( temp int)
0:13 imageAtomicAdd ( temp uint)
0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
0:13 'Loc' ( temp int)
0:13 Convert int to uint ( temp uint)
0:13 'Inc' ( temp int)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:5 Function Definition: main( (temp void)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 Function Call: @main( (temp 4-component vector of float)
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001